Author
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Topic: Practical Wish List for New Patches
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Rong |
posted 03-05-99 01:50 PM ET
A lot of people have expressed their wishes for new features to be implemented as patches, but some of them probably require an overhaul of the game engine and thus impractical as just patches (for example, changing the 2D map to a sphere would be a huge effort).So what I want to see in this thread is the more practical requests for new features. To start off, a really helpful enhancement would be to go to a report (the base report perhaps) and be able to see the minerals all my bases are producing. Right now if say I want to build a SP, I have to open up the base window, and click through every base to find one with high mineral production. It gets real tedious real fast when you have 30+ bases. This shouldn't be too hard to implement I would imagine. Just add another tab in the base report MFD would suffice. What is your wish?
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MrSmily
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posted 03-05-99 02:06 PM ET
1. that i can planet bust a empty city.2.auto goveners are smarter than the squirrels in my backyard. 3. a way of auto-producing satalites (having to click like 4 times to get a base to build another one is just crazy) I i think of any more ill post some more.
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timbrom
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posted 03-05-99 04:42 PM ET
Agree about the minerals. I'd also like to see city size on the same page, as it was in Civ2, so that you can quickly ID the cities requiring Hab Complex/Dome. |
jedijon
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posted 03-05-99 04:54 PM ET
Features I would like to see added: 1) Ability to set which factions participate in a game. 2) Ability to set if Planet plays a large part of the game (basically a setting of "Ultra-rare" for Native Life Forms). 3) More Diplomatic Council Options. 4) Computer Players (at higher levels) be less antagonistic. (Have a toggle option doing the opposite of "More Aggressive Opponents" toggle.) 5) Have an Preferences toggle of "Don't View Allied Movement." I run SMAC on a 233 MMX Machine, and it slows down everything to watch an unit belonging to my ally traverse my Magtube network which spans an entire continent (usually to just go back home anyway). "Speed Computer Movement" dosn't help (or if it is helping, I'm scared to think how slow my computer would be otherwise...) Just show allied positions during my turn.Corrections I would like to see made for Patch 3.0: 1) Be able to build Temple of Planet facility before Voice of Planet is built. (By the time VoP is built, the game is almost over, so ToP's are relatively useless.) 2) Have the Space Elevator halve the cost of satellite production, not double mineral production during satellite production. |
MikeyDude
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posted 03-05-99 05:34 PM ET
Ability to assign production to all or multiple cities. Just like in CIV II, when you discovered conscription, you had to go to every city and make it produce riflemen. Would be easier just to insert them into the production queue for every city.Additionally, to sell a certain improvement in all or multiple cities. |
Rong
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posted 03-05-99 05:42 PM ET
Mikey, your second wish has already been granted. Go into the city management window, click on a facility, it'll ask you do you want to sell it? You can answer yes or no or yes for all cities. |
TheRob
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posted 03-05-99 05:56 PM ET
Just a quickie: On the trouble with finding a productive city, you will be happy to know that in the Cities viewer, F4, on the lower lefthand corner are some buttons. Select "Best Cities" and you'll get a listing of which of your cities are best at production, research, and so on.Ta! |
Rong
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posted 03-05-99 06:03 PM ET
Rob, the problem with that is it only shows one city, in which I am probably already building a SP. Often times you'd have 2-3 SP going on simutaneously, especially in the later stage of the game. |
Thue
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posted 03-05-99 06:58 PM ET
When building a new design to replace an old, you only have the option to upgrade by substituting AND buying upgrade at the same time. So if you don't want to buy/replace existing units you have to manually change production in all bases. A more flexible option would be handy here! |
taterbill
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posted 03-05-99 07:04 PM ET
I've mentioned these before, but I'll repeat myself here, in case Firaxis is listening this time. Remember, these are coming from a SMAC addict who nevertheless thinks it could be better.1) New preferences: - One to delete "Stockpile Energy" if the build queue is not empty. - One to delete the current item being built if the first item on the queue changes. 2) Don't make choppers stop if they pass through a city on there way somewhere. 3) Reduce the overwhelming power of choppers by allowing them to attack only twice per turn, or some such. 4) Provide a place somewhere that acurately tells you how many votes you have BEFORE calling a council meeting. (No, the AC score report is not always accurate.) 5) Eliminate the re-positioning problems with the workshop, build queues, and F4 city report. |
Downtime
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posted 03-05-99 08:17 PM ET
What would I like to see? A change to the base report screen so that it shows how many turns before a base's population grows, just like it shows how long until the current build order is done. This would greatly aid in drone management. And is there any way a project could be hurried from the base report screen so that you don't have to open up the display for that base? Speaking of drones, it would be nice if we could have earlier warning when our enpire is getting so large that added bases will create additional drones; a warning when you hit the "B" key to found another base is too late, the colonizer pod has already been constructed. How about moving up the warning to just after you build your last base; for example, if you get an extra drone when you build base 9 the time to warn you of that is right after you build base 8. Also, try to calm down Miriam and Yang a little; agressive is one thing, stupid is another. |
Freddz
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posted 03-05-99 09:06 PM ET
Maybe this one is not possible for a patch, I dunno:It would be cool if when you pressed Shift+L on a unit with Heavy Artillery that the unit would automatically fire on any unit within range... |
wyzzard
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posted 03-05-99 09:56 PM ET
My biggest wish for a patch is simple:Make the game playable -- I have yet been able to finish a game. Towards the end I crash with a "terran" fatal error. Fix that bug first! |
Sir Oscar
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posted 03-05-99 10:20 PM ET
More then 7 canned factions, that way when the game starts it randomly selects what other 6 factions "survived" the landing. Would be fun to not know who you are facing early on in the game. |
Achilles
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posted 03-05-99 10:48 PM ET
1. The ability to change current production in the city report screen.2. A custom faction option where you can pick and choose bonuses and penalties on a point system. A certain bonus/penalty will have an asigned point value and the creator will have a limit to the amout of points allowed to be spent (anyone who has played Master of Orion II will know what I mean). 3. An order for artillery akin to "hold." It would fire when an enemy is in range for every turn that the enemy is in range. |
Achilles
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posted 03-05-99 10:51 PM ET
4. I want to be able to forcibly detonate my missiles. It would be nice to perfectly position my planet buster to blow up my rival 4 cities instead of just 2. |
MrSmily
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posted 03-06-99 12:21 AM ET
Heres another one. Instead of air units just disapearing when they run out of fuel, they should blow up (kinda like artilary fire, more damage for a better reacter) but when missles crash they should blow up. |
MrSmily
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posted 03-06-99 12:22 AM ET
Heres another one. Instead of air units just disapearing when they run out of fuel, they should blow up (kinda like artilary fire, more damage for a better reacter) but when missles crash they should blow up. |
Gergi
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posted 03-06-99 12:26 AM ET
Some great ideas here! Downtime, you can see how long it takes for a city to grow in the top left corner in the base view menu(above the build queue). Also, as I recall, you can hurry stuff from the world view by right clicking on a base view. Not sure about this one though. |
DarkStar95
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posted 03-06-99 01:40 AM ET
Things I would like to see:Ability to set which factions play in a game |
Sinapus
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posted 03-06-99 02:14 AM ET
I wonder if it would be possible to let your orbital defense pods defend a pact brother/sister's cities? |
iratheous
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posted 03-06-99 02:29 AM ET
I want to build roller coasters! ooh wait.. noo.. sory I've been playing too much of that OTHER game.. umm I mean I want to be able to hide the flag of a few units so enemies don't knwo who it was than nerve gassed thier base and completely destroyed it > If my probe teams and go in without being found out, why can't an unmarked plane? >:p |
Spartacus
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posted 03-06-99 04:44 AM ET
In analyzing society choices (E), we currently can read off the effects of changes on net profit and turns to complete new tech. It would be helpful to add total mineral production.
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Razor
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posted 03-06-99 05:09 AM ET
I'd like to have a warning before your cities produced eco damage so that you could correct the problem before 20 mature boils (not kidding) leap out of the fungus and attack. Granted this tends to only happen when you could allready opt for victory, but endgame whene you have established a clear dominance is a good time to test different stratagies or just to torment the computer. It get's to be really annoying when you have to cut a game short when you have the "worm ceiling" above you and the endless polar ice caps flooding from below. |
Librarian
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posted 03-06-99 12:49 PM ET
Improve AI of formers and governors.Also, when you change the item you are building, you have to retool. I would like it to say how much you are losing. Also, a list of all technologies and a way to ban governors from building certain technologies (such as genejack and pun. spheres). If you get greedy, you could ask to ban certain classes (sentinels, air, etc). |
Deadron
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posted 03-06-99 02:50 PM ET
A simple one that would be a major help:Cities currently display what they are building. They should also display how many turns left to build that item, like this: The Hive (Colony Pod - 2 turns) If this is in a preference somewhere, I apologize for missing it. |
Achilles
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posted 03-06-99 03:52 PM ET
continued from my above post:5. The ability to name the units being designed would be nice. Take tese two situations: "Hey what are these Silksteel sentinels good for?" "They are base defense units, moron." -----vs.----- "We're about to be attacked, build a few of those newly designed Super-Mega-Wonko-ower-Defese-Units." "Yes, sir" 6. I do not think this is practical for the next patch but perhaps later, or in an add-on pack. I want trigger based occurances to be allowed in the scenario editor. ie IF YEAR=2245, THEN CREATE ITEM (GARLAND CRATER) AT GRID (223,256) AND DISPLAY TEXT (BLAH, BLAH...) 7. I think that a rainfall setting should be able to be forcefully applied to a square in the map editor. 8. Improve auotomated formers pathing ai. I actually had a former go back and forth across two mag-tube links about 8 times before it decided where to go. |
Borodino
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posted 03-06-99 04:10 PM ET
Ummm, Achilles, you CAN rename units. Its one of the design screen buttons [I can't describe exactly where...]And Librarian, SMAC has always told me how much I was losing when I change production midstream. |
Koo
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posted 03-06-99 04:31 PM ET
Though people have voted with silence on my attempt to start a thread on this one, I think wild mindworms should go around destroying human settlements. Also, psi attacks should cancel out ALL technological bonuses, including more powerful reactors; singularity sentinals shouldn't get 4x the power of a Demon Boil. |
Pat79
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posted 03-06-99 05:17 PM ET
Let's see, what do I wish for as I play. I agree w/ the fellow who wants to see how many minerals each base is producing in the F4 (I think) screen. I'd also like that when you hit "Go" and it lists the cities, you can see if a city is producing a Special Project. Or at least have this true when you hit "Go" for a Caravan (can't remember SMAC name for it). Improving computer AI would be nice. I'll be pounding a faction, just taking cities one after another and that faction leader still demands stuff from me to stop the war. A tad silly, I think. Oh! A big thing I had a problem with was when I got a warning that the water level was rising. It would be nice if I could see the land elevation while inside the City Planning screen so that I can decide whether to build a Pressure Dome then instead of having to get out of that screen, check the elevation and then get back in that screen. That's about it for now.
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StellarLightning
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posted 03-06-99 05:47 PM ET
I'd like to see an option to slow down research even more. I've already activated the one already present, and I still finish researching through all the techs before 2400 (playing on Thinker). Maybe several levels of slowdown would be appropriate, to make it really hard to reach the end of the tech tree before the game ends. Another one ... make it harder to win by transcendence. It's easier than to win by cornering the energy market. A little example: In my present game, i would have needed 47000 energy to corner the energy market, but I just needed 7500 to buy the 'voice of the planet' (from scratch), and another 25000 to buy transcendence (also from scratch). Yet another one: let the score bonus for winning early decrease exponentially, not linear. The score bonus should have a half-life of about 50 years, starting with about 6000 to 8000. |
StellarLightning
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posted 03-06-99 06:02 PM ET
... (yes, it's me again)Gravship formers should be able to lower a land square below sea level if hovering over it. Currently, they count as 'land based' transformers if they are above land and can't do it. |
paulbobby
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posted 03-06-99 09:44 PM ET
Two suggestions:1. Air transport units. 2. Stealthy probe teams. This is a multiplayer thing..... what's the point of a probe team if the other player can see the unit anyway? I don't care what damage it can do - I can see it, therefore I know who it came from. If I can't see it, and the probe team escapes after a successful mission - that is what I call sneaky. |
wparrish
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posted 03-06-99 10:04 PM ET
PLEASE let us get that UGLY console off the screen sorta like the autohide feature of the windows startbar. I ruined my vision with the civ stuff and need all the map I can get. This should be easy, please do it. If required place a "hotspot" along the edge of the screen in so that the normal "map dragging" works but the hotspot could be hit to pop up the console. When cursor leaves console - hide it. PLEASE PLEASE PLEASE I would offer money but you already got mine. |
Oleg Leschoff
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posted 03-07-99 05:03 AM ET
First, PLEASE fix all that bugs (I mentioned them in The Game thread post). Then. Maybe this is not for a patch, but maybe not... Do anybody agree that some point of the game appears to be an 'acceleration' due to the big number of technologies benefits. So, if a large part of game we just trying to survive and keep reserch levels acceptable, while keep bases growing, then at some point every new technology offers very much benefits. So middle of game is somewhat boring in comparing to the end -- many of hi-end techs offers a really cool stuff, but once you try to use in all its power, game ends. Look. Jump units, orbitals, some SPs (Space Elevator, Telepatic matrix, can't remember all), blinks, psi-attack, hovers, carriers, submarines, a-grav-struts, Future Society models, gravships, cloaking, and probably somewhat more -- appearing in very end of the game, and many of these features are critical to the effective warfare, and you think "Wow! Now we'll have a REAL FUN!!!" But you won't. Either you just end game with 'ascend', or just a diplomatic or economic victory. Or, since computer is not seem to use all that stuff well, you will use it on him, conquering him in a couple of turns. About those reserach improvements. You switch to Cybernetic society or Eudaimonia to achive high research rate, but oops! There is nothing left to research... Heh, I (gaian) then switch to Power values and my long-time ally the Zakharov starts treaten me to go back to knowledge ... I think there is any way not to make research obsolete, make some competition in improving exestent technologies... But this is the other issue. So, the point is, why not make all that stuff appearing not at once and somewhat earlier (I mean, balance technology tree, and/or even add some techs)? Is anybody agree with that?Somewhat more... The A-Grav Struts on avia not allowed. Why? DataLinks says that they have to affect moves of air units. However, this is one of the bugs.
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Jake
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posted 03-07-99 05:51 AM ET
I'd like to see the ability to stop the governor from building/breeding alien life forms, or be able to mark alien life forms as obsolete. It seems that even with the governor build mode on, if I don't reset it after every new city addition is built, I end up with mind worms or the like. |
LackOfKnack
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posted 03-07-99 08:08 AM ET
I think I might have a solution for the transcendance being too easy, and another thing that I think is bad-- if you build VoP, and then anyone can build AtT, even if they are 20 techs behind you, that sucks! I think, AtT should take twice as long to build, and it should require that you have at least five Trancendant Thoughts before you can start building it. That way, these mutts that are still on Neural Grafting but have high mineral output won't win when I am the one who worked hard to get to the top of the tech tree.I kinda rambled there, hope everyone got the gist okay...  Lack |
Burns
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posted 03-07-99 09:01 AM ET
Thats a VERY good point Lack, achieving transendance is just too quick after building VoP, and buildings like temple of planet are never used as all my cities help in the 'construction' of AtTAnywayz, id just like to say that with your suggestion, it would help balance out the endgame, making achieving trancendance harder to do, as it should be  Burns |
Raptor
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posted 03-07-99 09:19 AM ET
How bout editing secret project stats? (What bonuses it gives, etc) |
Phoenix
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posted 03-07-99 10:58 PM ET
You know I'd Love to see an Upgrade ALL units feature if it isnt there already ( *I* havnt seen it ) See I tend to be one of those lazy bums that when I have a safe secure area that no one can touch I just leave my synthmetal garrisons sit, even though I have stasis garrisons for the rest of my outer lying bases. so then I have to go back by hand when I run outta unit slots and upgrade ALL my old units so that I can free up some spacesAnother thing I'd LOVE to see a picture of the city window, It took me like 3 games to figure out where the heck that list of buildings was, Kinda like Master of magic, MoO MoO 2 Civ or CIV II picture of the city scape was so cool also as stated by other people else where it would be REALLY nice to have differnt sounds! also would be cool to see like colored beams for the lazers isnted of just little sparks or explosions |
Freudianslip
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posted 03-07-99 11:08 PM ET
I'll agree, the lack of a "build city pic" is a bit depressing. Those icons for the various base facilities are the worst I've ever seen, they look like they were programmed with CGA in mind....Now of course, that's just eye candy, but still.. it should be exciting to see another build option appear, not depressing... |
Brain
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posted 03-08-99 12:30 AM ET
OK Firaxis, If you out there, here is my wish list, 1. An Arty unit that looks like an arty unit, I have attacked one to many time with what I thought was infantry only to find out it was arty. 2. extend the range of arty by one or two squares. I would like to place arty behind the infantry but at only 2 squares my Infantry is next to the city getting attack so that I can bring arty into range. 3. Tone down the choppers (a little) 4. The 20 mind worms is a bit much and gets tedious real quick, why not 5 realy mean ones unstead of 20 wimps. 5. change the icons for the base failities or the secret projects, they look the same, except for color. 6. It would be nice if the base failities icon were included in the base control screen showing what the bace had built. In civ II it was much faster to look for an icon then to read through the list to see what you have in the city. 7. The eco damage done by the Space elevator is out of wack. Also once you have it, you should be able to drop missles from orbit, Like any other drop unit. 8. Allow detonate of missles anywhere along the flight path. 9. In the design workshop, the units at the bottom of the screen, there is only a single slide click. I know that Page up/down will move it a block at a time, but it would be nice to be able to do that with the mouse instead of having to click through one at a time. 10. Auto former need work. They run off improving non city squares, and if there are a few mag tubs around they love to spin around and around. Reading through the posting above, people are on the ball. I agree with 99% if the wish lists. |
Oleg Leschoff
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posted 03-08-99 03:10 AM ET
Another idea: it would be nice to see if the city going to a riot next turn. Of cause, cities that are going to riot marked in red color. But this is not enough. Commonly, drone riots occur not because you didn't prevent it, but because of the city growth. That's especially actual when Cloning Vats SP built. So if game count this it would be nice. This may be done by displaying number of turns till city grows, perhaps.Also, it'd be great to be able to HURRY production in allied cities! Why there is no messages on tech breakthroughs from spies? Of cause, you can look in their reports, but I think that it is very useful to be noticed about new tech acquired by those for whom spy reports are available. It was in civ2, but somewhy missing in SMAC. So commonly I am much less aware of my collegues achievments than in civ2. It is annoying that you cannot determine the exact path of future river when giving 'drill to aquifer' order. Sometimes it goes anyhow but not how you expected. May be it's good to show that path when giving this order. I think it's determinable. And, I agree that it's good to have more options about 'tech stagnation'. I've used that, and learned that rivals are not seems to be able to play with it. I've got almost all secret projects, and was far more advanced in techs, and this is on Thinker level. The result is, however, that now I have one ally -- UoP, and everybody else are vendetta (it's because UoP has good tech, too, I think). And it seems to me that I'll end all researches at the same century as commonly in the other games, but just somewhat later. But in the beginning of the game this option makes game somewhat easier -- just get the right tech, and build secret project. Noone will be able to cuncur you because they just can't get that tech. When looking at terrain without improvements ('t' key) and trying to re-center view... Well, look yourself. Scary, isn't it? The great addition would be the possibility to order some cities not to recieve the benefits of orbitals. The problem is that the building Nessus Mining Stations are very dangerous, because some cities has a maximum possible minerals production (not causing ecodamage). But others, new bases and newly acquired bases experiencing the minerals and nutrients shortage. So this addition will greatly improve benefits of NMS! Also, the orbitals (mainly NMS) appearing in the game too late for good usage, I think.
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Techie
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posted 03-08-99 03:27 AM ET
How about being able to see all that your pact brothers/sisters see, as though they were your own cities? How about being able to give automatic formers some categories to auto build with, like 'optimize for energy', 'optimize for minerals', 'optimize for nutrients'. More detailed faction dominance charts would be nice, to show things like Tech, Military, Population etc in a graph like output similar to the Total Power one that exists now. A fix to the way that the AI playes the Morganites. They die way to easy and are almost always the first faction to get eliminated because the AI does not play to thier strengths. Techie
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Techie
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posted 03-08-99 03:32 AM ET
One more Thing... Being able to select how many factions you would like to play would be nice, that way I can play on Tiny maps without running into someone on the first or second turn (I like small maps). |
Zoetrope
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posted 03-08-99 04:26 AM ET
paulbobby, by `air transport' do you mean aircraft that can transport troops (SMAC has those, I'm using them in my current game), or transports (land, sea or air) that can carry needlejets? Why would you ever use the latter?The idea of invisible probe teams appeals. I concur that the choppers and drop troops are both too strong: oh I love to use one helicopter per city to be able to reduce the garrison, and a single drop troop to bounce-capture an enemy's every city, all in one turn, but it makes conquest a little too easy once that technology is available. Yes, artillery should look like artillery, and submarines like submarines. But with chassis tied to speed, I can see a slight problem. Still, maybe a couple of artillery wheels for artillery, and a conning tower for submarines?
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carlos
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posted 03-08-99 07:10 AM ET
1)Total number of cities. It would be great if you could see the total number of cities you have (in F4) and your enemies (when you have linked to their network) automatically and don't have to count them manually. Preferable at the top of the list so that you don't have to scroll down. I use these numbers to inventory how much work I have left to do.2)Merge the queue and change build order. Very important. 3)Highlight missing tech's. Just a small thing. I would like the tech's I don't have in the faction profile of other factions to be highlighted instead of having a star behind them. That way it's easier to see and also esthetical more pleasing. 4)I would like to reverse the upgrade button (or add a new button), so that when I have designed a unit I can press the upgrade button and select which units are being replaced by this new unit. 5)I would also like to see more designs in the design workshop at the same time, since I usually have more then 50 designs so that the scrolling takes a long time. Perhaps the pictures can be decreased in size. This is perhaps also a good idea for the contstructing/queue screen. 6)I have noticed that the displaying of information in the centre screen occassionally can take a long time. If there's added a preference that the information is shown at once instead letter by letter this might go faster. 7)I don't have much complaints about the graphics, they serve their goal. For instance I love the first page of the game, it really get's you in the mood. However there are a few annoying graphical issues which might be addressed without taking a lot of work. These are: the first infantry units are to big in contrast to later infantry units, also the colony pod is to big, finally the helicopter and missile designs are ugly (sorry to be so negative, but they really spoil the atmosphere). This might also be fixed by making them smaller (especially the missile). 8) Add one or two options to the council. I really love this aspect of the game. Unfortunately I haven't come up with ideas myself yet. |
tOFfGI
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posted 03-08-99 07:35 AM ET
I simply wish for more customisation opportunity:1. "Create base" and "Edit Base" options in the scenario editor are absolutely vital, but sadly missing. 2. Unit editor alternatively an option for bitmapped units. 3. A proper faction editor. 4. Customisable Pallettes for terrain/unit color changes, or even better a 65000 colors option. |
FauxPas
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posted 03-08-99 11:53 AM ET
If they're called secret projects, let's let them be secret projects. Don't notify me that Lady Dierdre has begun research on The Xenoempathy Dome unless I've sent a probe team in to infiltrate her network or have something like The Empath Guild.Let me frame someone other than eliminated players when using my probe teams. I can just hear CEO Morgan scream out "Argh! Those darn Spartans who died 80 years ago just stole Orbital Spaceflight!" Probe teams should be sneakier. If a unit is in the next square, they should only be able to spot probe units, say, one-third of the time. They should be even harder to spot when hiding in fungus. The governors are just not very helpful. If I click on Build, I want that city to start improving itself by building things like the Research Hospital or Biology Labs, not build AAA Cruiser Transports. Currently, I've got several cities who insist on making Shard Rovers, even though they're on Explore or Discover. If I play the Believers (or Gaians or Spartans) and change gender to male, when I meet another male faction leader, I'd really like it if I was greeted as Pact Brother and not Pact Sister. There shouldn't be trade pact possibilities between two factions if the factions haven't explored a land or sea route between them. If the Hive is on the other side of the world, I should be able to trade tech via commlink, create treaties, join into a pact, but we shouldn't have any logical way to exchange energy between his cities and mine. If someone invades my territory and refuses to answer any communications, I should be able to repel his forces without damaging my integrity. I'm not going to wait for Yang to move six missle rovers deep into my territory without comment. The computer players shouldn't make unreasonable demands when I'm about to crush them. I just played a game where I stomped CEO Morgan -- he had one base left, no defenders in it, I was about to take it when he called and demanded tech to call off the Vendetta. A few moments later he was encased in a punishment sphere. |
FauxPas
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posted 03-08-99 12:10 PM ET
More stuff:If another faction captures one of my cities, it changes the look to that faction's. I'd like all my spoils of war change over to my faction's look. It'd make it easier when glancing over the map to determine if that really is one of Corazon's outposts or if it's one I've taken over. Other factions can demand a certain tech from me, but I can only ask for tech in general from another faction. I'd like to be able to ask for a specific type of tech, just like they do. I'd like to see a global governor ability checklist so I can turn off "All Governors Can Build Transports" instead of having to go through each and every one of my cities and toggling that off. While we're at it, how about getting the Build/Explore/Discover/Conquer thing to work correctly? Military units and the Conquer/Red base facilities should only be generated if Conquer is turned on, Planet Busters and Naval Yards should never be made if the gov is on Explore. Along with this, how about options to gear for certain types of progress in each city (which I believe the Governor is supposed to be). Selecting "Focus on Secret Projects" would have the gov select the different base facilities that generate lab bonuses and keep drones supressed. "Focus on Planet" would generate Centauri Preserves, Biology Labs, Formers that plant forests, and produce Mind Worms. The "Focus on Money" setting would emphasize the Energy Bank, Supply Crawlers that would head to Energy Bonus squares, and Formers that start building solar collectors. |
quizara tafwid
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posted 03-08-99 02:14 PM ET
FauxPas Go to comm link, right-click on Yang, select Remove Troops. That way, you can demand removal even if he won't talk to you. Also, he has to respond to this. |
Oleg Leschoff
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posted 03-09-99 05:01 AM ET
FauxPas: I've read your posts and got some comments... > If they're called secret projects, let's let them be secret projects. Don't notify me that Lady Dierdre has begun research on The Xenoempathy Dome unless I've sent a probe team in to infiltrate her network or have something like The Empath Guild. - I have opinion on this, but it's long to mention here... Ive mentioned it in my 'Un(?)realism in smac, again' post in The Game thread sometimes ago...> The governors are just not very helpful. If I click on Build, I want that city to start improving itself by building things like the Research Hospital or Biology Labs, not build AAA Cruiser Transports. Currently, I've got several cities who insist on making Shard Rovers, even though they're on Explore or Discover. - Look at the Advanced Options in the area where you assign governor in the city screen. (arrows down near 'governor' sign). There's many customizations available. At all, I think the governors are anyway dumb, it's much more effective to micromanage yourself or use queues. It takes much more time, though... > There shouldn't be trade pact possibilities between two factions if the factions haven't explored a land or sea route between them. If the Hive is on the other side of the world, I should be able to trade tech via commlink, create treaties, join into a pact, but we shouldn't have any logical way to exchange energy between his cities and mine. - hmm... Counting these ideas will make game much harder. Just imagine this. You need trade way -- so we've to count the length of that way, this, in its turn, makes us to count that way when determining the values of trade; again, then we have to let rivals to intercept routes... and so on. > If another faction captures one of my cities, it changes the look to that faction's. I'd like all my spoils of war change over to my faction's look. It'd make it easier when glancing over the map to determine if that really is one of Corazon's outposts or if it's one I've taken over. - Don't think that first fact is correct, it must be fixed. It'll be more realistic. BTW, don't you notice the color of bases? > I'd like to see a global governor ability checklist so I can turn off "All Governors Can Build Transports" instead of having to go through each and every one of my cities and toggling that off. - In the 'base operation status' from HQ menu click 'select all', then 'advanced options'. If you change them, this will apply to all selected bases. Very useful.
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Oleg Leschoff
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posted 03-09-99 05:19 AM ET
This is a really great post IMO and it got a really great number of good ideas that would make game much more fun and easyness. The only thing worries me: the number of good ideas are REALLY big. And the question is: what do people from FIRAXIS thinks about this thread?I wonder they might be angry on people who tries to tell them how do they make their job (I mean those who posts here), or, the contrary, getting new ideas for their new patch. At all, the SMAC is a VERY large project. In the comparison with most other projects, it is VERY complex, and to make it easy to handle (I mean gameplay) is VERY non-trivial and resource-costly job. So the excellence is far from here, IMHO. So, do they actually work on all this stuff, or everything here is just a worthless prattle? If not so, what ideas are possibly to be implemented? I really hope that FIRAXIS answers this post, if it reads it, just to show that people posted here didn't just waste their time doing so. |
Zarathustra
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posted 03-09-99 06:00 AM ET
I have one main request, which I think would be relatively simple to implement: An option to restrict mineral production in a city to be the max possible without causing any eco damage. The rest of the minerals would be wasted but I feel this would be a better solution than the current situation where I am reluctant to build certain facilities, especially nessus mining stations, for fear of being overrun by mindworms. On the subject of mindworms, it would be nice to have an option of turning off (native) mindworms, although still allow them to be bred by factions, because especially in the end they can be a huge pain and sometimes I would really like to not have to worry about them (before you call me pathetic, I do play on transcend ironman). I would also like temple of planet earlier cos its basically useless once youve got voice of planet |
anoona
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posted 03-09-99 06:23 AM ET
Don't let Brian Reynolds design the next version. |
Oleg Leschoff
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posted 03-09-99 06:24 AM ET
Oops! In my last post -- in the beginning, I've misspelled - not 'post', THREAD!!! |
FauxPas
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posted 03-09-99 01:54 PM ET
>...If I click on Build, I want that city to start improving itself by building things like the Research Hospital or Biology Labs, not build AAA Cruiser Transports....- Look at the Advanced Options in the area where you assign governor in the city screen. (arrows down near 'governor' sign). There's many customizations available.... === Exactly, but when you select Build, the governor should be creating the Build/yellow base facilities instead of creating military units. The way the govs are presented they should be doing this, the user shouldn't have to muck around with the customizations. Especially when you can just toggle on/off "Gov may build base facilities" instead of "Gov may build red/green/yellow/blue base facilities". === > If another faction captures one of my cities, it changes the look to that faction's. I'd like all my spoils of war change over to my faction's look.... - Don't think that first fact is correct, it must be fixed. It'll be more realistic. BTW, don't you notice the color of bases? === Yep, that happens all the time in my games. The Hive swooped in to my PK area, the city icon changed to a Hive city. I give a city to Dierdre, it changes to a Gaian-looking city. I take over a Believer's city, it still looks like one of Miriams (although the population number changes to my color). But it still is easier to identify the city image than it is to ID the color box, especially if there is no military unit there. |
CeoTJ
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posted 03-09-99 02:42 PM ET
I would like to see 500 year limit lifted. Its so annoying to look down and see MY 2456 And go ohh no i got to hurry up and win. i like playing long drawn out games, 500 years is terrible,Please FIX Firaxis!!!!! CeoTJ |
AcidJazz
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posted 03-09-99 03:45 PM ET
There are some very good suggestions here. My two suggestions have already been mentioned but i am going to reiterate them to make the argument more forceful.1. The AI of formers needs work. I too have seen formers race round and round on mag tubes and then build something out of the city boundries. 2. I also wish the governors were smarter, at one point i had no airforce yet half my governors built air complexes. I'd like to see choosing say Discover make the governor build all scientific things like network nodes, etc... |
Brain
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posted 03-10-99 12:11 AM ET
OK Firaxis, I do know if your looking at these but here are some more wishes,1. The combat report screen scroles off the bottom of the window if a unit has to many modifiers. 2. An aircraft or missle on auto move, that runs into a non desination base will end its turn. Please fix 3. A sound or message when an aircraft runs out of fuel. I lost 4 aircraft in my first game before I figured out what was happioning 4. It would be nice to have the colored bar at the bottom of the screen showing that the computer is working and not in eternal transcendent thought. In mid game my computer can take up to 10 min, to make its move. 5. A missile payload that is between a conventional and Plant Buster, a surgical strike weapon. And extend missile travel for better reactors. I will send more as things bug me. |
Shining1
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posted 03-10-99 12:23 AM ET
Two things: 1) An 'inbetween' diplomacy mode for engaging in war. Currently it's either blood truce or vendetta. I'd like to see a 'War' setting, during which the two factions are fighting, but the leader's don't really hate each other more than is necessary (i.e they will surrender in the face of a vote for supreme ruler, and be open to offers for truce). Leave vendetta for serious offenses, such as atrocities or repeatedly engaging in war against a faction. These should be hard to stop, as the 'real' vendettas ("You'll pay for your atrocities, Deidre!" ) are in the game.Note that you should be allowed to declare 'Vendetta' against a faction in the diplomacy menus. I kinda miss those old CivII popups telling me they have decided to rid the world of my worthless civilisation. 2) A randomise captured tech option in the rules section. I.e, currently when you take a city, you get a list of technologies you can capture, but you can only choose one. This doesn't really make a great deal of sense - it's useful, yes, but I'd like to see a way to turn it off. |
Rasputin
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posted 03-10-99 01:01 AM ET
Here is some things that need fixed: The Space Elevator: It needs to be that it halves the time to make orbital improvements, not double mineral production. Economic Victory: The numbers are sometimes wrong as to what year victory will occur. Planet Busters: You should be able to set "self-destruct" on these to cause normal explosion/crater where you wish. Attempted Atrocities: If someone attempts (and fails due to Orbital Defense Pods) to nuke, it should be an atrocity. Diplomacy: Some factions act just plain wrong in the computers hands. The Morganites, for example, stand to gain greatly from having many Pacts/Treaties; instead, they have been warlike in every game I've played. If these things get fixed: I'll be even more happy than I am now, because this is already an awesome game! |
HMFIC
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posted 03-11-99 11:12 AM ET
When a unit is activated, information regarding that unit is displayed in the HUD n the far left of the display. If I engage that unit in battle, its information is replaced with a stupid picture of 'me' and a picture of the opposing faction leader. Once battle is resolved, the pictures remain for a few more seconds, however, I have another unit activated ready to do battle but I have to wait for the pictures to go away to get the unit information. It would speed up game play to either remove the display of this pics or reduce the display time to the duration of the battle.
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Putch2
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posted 03-11-99 11:56 AM ET
1) I dont know if this is possible but can you increase the fram rate when you use the mouse to scroll. (I know it's not my system, TNT, 400 mhz, 128mb)It can get REALLY annoying, and hurts my eyes.2) Not sure if its a bug or new feateure, but dont have all the city voices overlap (drone riots/production complete) cause they always overlap when I play, and it gets annoyin when I have 30+ cities. 3) How about an upgraded datalinks! I mean, that has to be the #1 complaint about SMAC. They just don't tell you enough, and the 200 page manual has to have been a joke. I think this is my biggest concern. 4) Fix the numerous problems with the comm windows! (Drag and drop/ messages that never appear) 5) and finally what is the deal w/ the AI movement of units? I've seen almost every faction fly 20+ planes around an enemy territory and NOT attack (even w/ a vendetta) and I've seen The HIVE move a unit in a loop on mag tubes just going around and around about 10 times?! How about an option to skip the enemy turns (not all the time just by hitting esc or tab or something) ~thanks  |
GaryD
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posted 03-11-99 12:00 PM ET
Off the top of my head, two things.The ability to add an argument to the command line in the icon so that the game starts up with the latest save (auto or manual) ready loaded. The removal of daft questions, like when I click THAT game for loading I don't need to have to confirm it. Either I already know what game it is and want it loaded, or in the unlikely event I don't, then I haven't been given enough info in the previous selection screen. |
zied
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posted 03-11-99 07:36 PM ET
when your going through F4 and you double click open a city, then close hte city and return, you should return to the same spot on the list. DUH. |
Doctor D
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posted 03-12-99 07:06 AM ET
One thing I'm missing is a function to print any game information.Everytime I start again I have to recall my strategical and economical thoughts from the last time. Later in the game that's really hard. With a printed info on production, development, technologies, bases etc. it would be much easier to go on. You could just sit back and check the status without clicking through all of the menus before making the next move. A kind of notepad as part of SMAC would be nice too. You could write down things like "Don't forget to nuke Lal tomorrow" or "Have to check economics on this or that base" or "Remember to eat and sleep" without leaving the game. |
GaryD
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posted 03-12-99 10:46 AM ET
How about the ability to turn off the map scroll when the pointer is at an edge, that DOESN'T switch itself back on again when you try to save. |
carlos
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posted 03-15-99 09:12 AM ET
An option for multiplayer to get a random faction as in for instance Starcraft would be great. This would mean that all partcipating players should be able to play with all the different factions. If the comm frequenties of the human players aren't given in the beginning a new dimension would also be added, because you have to guess which player is human and which not. I wonder how long it would take before you noticed that a certain faction is computer controlled. Probably when you see how close he builds his cities to one each other. |
korn469
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posted 03-16-99 06:26 AM ET
i would like to see this included in patch when a faction surrenders there should be a penalty against that faction so when they surrender subtract two from their support rating that means they could still build military units but it would be much more costly and make this drop in their support rating last for a hundred and maybe a hundred and fifty turns this would really handi cap factions that surrenderedalso make them pay war repreations(sp?) say for every city they have when they surrender they pay you one energy a year for a hundred years just like a loan i know that it would be relatively easily to program in those two paramaters also military units should take up population so for like every four military units a city builds that creates a soldier icon in the city which would be like all the other specalists (docter engineer ect.) he can't work the land and basically does nothing and depending on your support rating he can subtract from your economy and labs rating so instead of giving a bonus this soldier specialist would take away you have four support it doesn't do anything you have negative four support the soldier specialist cost you -2 economy and -2 labs that sounds a little harsh but their is a way to get around this attach a mercenary special ability to one of the military doctrines which you could add to soldiers which would mean that it either wouldn't creat the soldier specalist in your city or the soldier specialist wouldn't hurt your labs and economy here's the scale the second military unit creates a soldier specalist in most cases so if you only have one unit there isn't a penalty the second unit creates the soldier specailist and the the 6 unit makes the next soldier in your town and for every four more units you would get another soldier however in the case you have four support the third unit would create a soldier in your town and the next soldier would come when you had eight units and then every five more units creates a new soldier and if you negative four support the first unit you made would create a soldier with another soldier specailist created with every three more units you make four: 5 units to a soldier specailist no penalties first solider at three units 3: 4 to a soldier no penalties soldier 1st at 2 units 2: 4 to a soldier first two soldiers no penalty -1 econ after that soldier 1st at 2 units 1: 4 to a soldier first soldier free -1 econ after that 1st at 2 units 0: 4 to a soldier -1 econ 1st at 2 units -1: 4 to a solider -1 econ -1 labs 1st at two units -2: 4 to a soldier -2 econ -1 labs 1st at two units -3: 4 to a soldier -2 econ -2 labs 1st at 2 units -4: 3 to a soldier -2 econ -2 labs 1st at one unit and of course when units die or disband the soldier specalist goes away turns into a normal citizen but it would be extreamly wicked if when you lost your units you lost your a person in your city give me some feed back please
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Sinapus
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posted 03-16-99 02:24 PM ET
I put this in another topic, but it probably belongs here in patch suggestions:Ability to name an individual unit. Like giving a ship a name, calling an infantry unit the 4th Batallion, 2nd Armored Brigade etc., etc. I figured the default could be easily set to name a unit the xth Impact Infantry, etc., etc. It would also be helpful for those of us who don't use Auto-Formers to keep track of which former is being used to place sensor posts and which one is building roads, etc. etc.  |
Private Harris
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posted 03-17-99 03:46 AM ET
A very simple and (I think) crucial change. Please!!!1) Most builder-style players won't use the governors, and making them much better or very configurable would be a fair bit of work, so reduce the number of clicks. Add a "build to +10 minerals" command in the F4 screen drop menu. This is by far the most efficient way to buy items quickly, so make it less work, especially since pollution restrictions make buying so important. I do this all the time in the later stages, and it currently takes lots of clicks and some simple arithmetic. Multiply that by 15 or more cities and it is a real pain. An option to finish the queue automatically buying to +10 minerals each turn would also be nice. Anyone who agrees, please speak up so maybe this one will be implemented (it would only take a few minutes to code, I'd do it myself if they'd let me see the source). Some other good easy changes (many mentioned above): Allow queueing of multiple satellites of the same type. Option to restrict production to 0 pollution Change the space elevator, it makes building satellites much harder (due to pollution).
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Tarquelne
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posted 03-17-99 10:10 AM ET
I'm not certain how easy any of these would be to implement, thus how "practical" they are, but I think each would improve the game:1) Make it possible to see what Social Models a faction is operating under. (Just for the fun of seeing what they're using.) 2) An optional setting that restricts any captured/stolen techs to those that the faction already has the required pre-requisites. 3) The ability to make the higher level techs take even longer to research. (Getting a new high-level tech every couple turns can be fun/interesting, but I'd like the option to play other ways.) 4) Remove the 500 turn limit. (I've yet to hit it, but I really don't like the idea of it being there.) 5) (Seconding someone else's suggestion) Create a condition between Truce and Vendetta. (Or at least make it clear if a faction hates you because you're powerfull, or because they think you've done something nasty to them, or because you're weak.) 6) (Almost certainly more trouble than it's worth) It appears that the "VOTE" parameter in the faction files accpets only whole numbers. (True?) I'd like it to take decimals. (This would make lowering a faction's votes much easier.) 7) A little something in the text on the satelite screen making plain the difference between "deployed" and "undeployed" defensives. 8) A "move to X coordinates and then do Y operations" command for formers. |
micje
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posted 03-17-99 02:29 PM ET
Having the option to throw away all surplus nutrients just before your city will grow. An agenda (thanks Doctor D) so that you can say: In 2466, tell me :"Have a break, take a day off." Using nerve-gas on empty cities. Or just bombing empty cities. Ever heard of Dresden? Ability to put anything in the build queue (4 defense pods, hybrid farm even if I haven't built a tree farm yet.) The ability to build hologram theatre before rec. commons, or tachyon field before perimeter defense. Have the ability to upgrade production, but not units (when you're short on cash). Get rid of the standard unit designs (scout patrol, supply crawlers, spies, etc). I have to make them obsolete manually tons of times per game. If I want them, I'll prototype them myself. Making it impossible to upgrade units not in bases. Now you upgrade a quantum drop trained infantry to a blink anti-grav quantum infantry, just after dropping it near an enemy base, AND fight with it on the same turn (if you upgrade all units of that type). Having upgrading all units of a type cost their movement points. Fix the build queue. (enough good propositions in this thread). Reduce the movement range of copters to 6. It's realistic, and it fixes the advantage that copters have over needlejets. Make it impossible to have pre-fab Special Projects, which allow you to build a new SP in 1 turn as soon as you get the tech. Put the 50% penalty on switching between SPs, make sure that supply crawlers come into a "reservoir" which doubles your mineral production (but not more) and apply the more expensive buy rules that go for combat units also to special projects. PERHAPS: make it possible to build more than one special project. The one who builds the project last gets ridiculed by the other factions, + may be drone riots or lower support due to collective shame, but you still get the effect. Make morale mean something. Out-of-the-box elite units are no fun at all. You completely miss the fun of touring around, trying to get your recon rover to elite. Maybe add experience (but this means a BIG change). I also second Sinapus' request for naming individual units. What about "development aid?" Setting aside 20% of your income and using it to buy improvements in underdeveloped bases. You can do this manually, but with 30 bases that isn't much fun. I also second the WAR state between truce and vendetta. The SP that gives you +2 minerals - forgot its name - is plain silly. 4 nessus mining stations are cheaper and more effective. Change it to something useful. +1 industry would be a logical, if not very original solution. Finally, a game that you can't find fault with is a very lousy game. I've spent more time thinking of ways to improve SMAC than I've played SimCity3000, and Myth II, and Viper racing and all soccer games together. Long Live SMAC! |
Oleg Leschoff
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posted 03-17-99 04:40 PM ET
What a silly suggestions about secret projects. Note that they are NOT regular base facilities but represents some property of society (well, most of them). So if we want more realism in this matter we have to make them appear randomly, when every particular faction has more chances to get their particular SPs. (see my 'Un(?)realism in SMAC, again' post (aka thread with 0 replies in The Game section some not-so-little time ago...) |
Koo
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posted 03-17-99 05:30 PM ET
This is probably not doable as a patch, but I'd love to see more diplomacy options and council options (there were some good threads about Planetgames, etc.) The AI Gaians get to threaten you to be more Green; if you're Diedre, why can't you force the other factions to be Green too? At least adopt the suggestion made earlier in the thread to be able to see what social engineering other factions are doing. |
carlos
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posted 03-19-99 08:03 AM ET
Missiles and Planet Busters.I think it would give a much more realistic and modern feeling if you could launch these projectiles instead of moving them manually. You would only have to press a fire-button and select a target (which seems to me to be visually very attractive). In fact an infinite movement rate for missiles seems to be in order. Since there's a need for progress in the game, you could start with a range of say a tenth of the playing field and discovery of new tech's would eventually increase this to infinite range (which, looking at the present state of technology, is quite credible, actually rather what the players expect). A city improvement called missile silo (with a limited storage capacity, for instance for 5 missiles, which optionally could be expended) would have to be build in a city to be able to build a missile in (and store in and launch from) that city. A missile wouldn't act as a defender in case of an attack, it would just be a piece of equipment the attacker could capture. Also it would be very interesting if you could make boobytraps with these missiles: that the missiles or PB's would explode when someone captured the city. This could really slow down an enemy offensive, but would have to be an attrocity. Also an extra unit type would be needed; the missile crawler. This unit would be able to transport missiles (in case of evacuation or to increase your range) and to launch missiles: special ability missile storage. Concluding: Presently it's a real turn off that the missiles in the current version of SMAC still behave as absurdly and old-fashionedly as in CivII. I think that my suggestions not only make the game more realistic but also strategical more interesting, and it also removes one tedious aspect of the game (the moving of the missiles). |
Xuenay
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posted 03-19-99 08:40 AM ET
OK, here a couple of suggestions:1. A "Do not show Gaian/University/etc. troop movements" option. 2. I dont know if this is possible, but... Mercaneries! Like, "If you pay us 100 credits, we will take over & turn over to you the Assasin's Redoubt". |
4Horses
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posted 03-19-99 08:56 AM ET
Is there any way of knowing in which base the leader of a faction is hanging out? Is it the headquarters?......Anyway I'd like to have a Probe/Delta Force/Assassin/Sniper that can slip into a city and with the option "Assassination Attempt", take out another Faction's leader. Or at least be able to go into a city and take out the Governor thus causing chaos in the city and various disruptions.Also, I hate when I'm trying to move a unit from point A to point B, and it happens to pass by another unit causing its movement to halt. I then have to hold its hand while it goes around the other unit until it encounters free space again. I can see the reason for this if you're going into enemy territory, but otherwise, it slows the game. One more thing. Why is it that when I hail an opponent that I'm in conflict with, they can refuse to accept my transmission but in the next turn they throw an insult at me w/o giving me the chance to accept or decline. I want the ability to shove my insults down their throats too.  |
C M Castleton
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posted 03-19-99 10:03 PM ET
I would like to see the automation for terraformers work better - mine seem to go in for just swanning around and long coffee breaks while the other AI led factions actually build stuff! Or am I too soft on my drones?Also, ELIMINATE the fuel restriction on aircraft/choppers. If humanity can get to AC in the first place, they can build aircraft with negligible fuel restrictions. The landcraft dont seem to need them. You can give them a maintenance restriction instead though one not so severe. A little more subtlety in the diplomacy rules. This is a Sid Meier game after all! Finally, compulsory electric shocks from your computer after more than 3 hours continuous play to break its addictiveness! |
C M Castleton
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posted 03-19-99 10:05 PM ET
In case this didnt work the first time I tried to send it!I would like to see the automation for terraformers work better - mine seem to go in for just swanning around and long coffee breaks while the other AI led factions actually build stuff! Or am I too soft on my drones? Also, ELIMINATE the fuel restriction on aircraft/choppers. If humanity can get to AC in the first place, they can build aircraft with negligible fuel restrictions. The landcraft dont seem to need them. You can give them a maintenance restriction instead though one not so severe. A little more subtlety in the diplomacy rules. This is a Sid Meier game after all! Finally, compulsory electric shocks from your computer after more than 3 hours continuous play to break its addictiveness! |
Jythexinvok
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posted 03-21-99 09:01 PM ET
Something I think would realy add to gameplay without requiring extensive coding: a new chassis type: Fixed. Zero movement (must be moved on transports), less expensive to build. This has alot of potential for interesting units. Sensor bases (DeepRadar +armor) You could build sesnors that keep people from entering your territory this way. Airports. Artiliry Emplacements. ect ect They wouldn't add any real new features, but would allow greater control over sensors/airbases, and add some intersting ways of handling units that don't need to move. I guess it's more of an RP issue then anything else. |
1212
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posted 03-21-99 09:21 PM ET
sure this may be petty but make the damn monoliths look like monoliths. It looks like the washington monument. Also i want a phsyco monkey unit. you can just bring a bunch of mokeys into a city like a probe team and cause havoc. They can destroy enhancements, Reduce population, Stop production of something. All randomly too. of course the monkeys could revolt. And have a monkey faction. Then you could planet bust them to hell. Also i want a pleasure dome SP. When you build it it shows some ummm..... nevermind. |
Cuthbert
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posted 03-24-99 04:45 PM ET
I know they have already fixed the problem of probe teams having their factions flag showing. I would like them to simply take out the faction identity from probe teams when you move the cursor to the square they are currently occupying. |
Taika1
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posted 03-24-99 05:42 PM ET
Reply to the cities changing look topic: Cities that you've captured turn to the look of your cities if you've had them long enough. |
Singularity
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posted 03-28-99 05:07 PM ET
I don't know how practical this will seem, but I think there should be one more way to win, regaining contact with earth or sending a ship home. This would be similar to the scenario for Civilization II called Mars. |
Shining1
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posted 03-28-99 10:13 PM ET
Probe teams: Limit infiltration to one turn (i.e, when the probe team enters that city). And allow the player to use the scroll left/right buttons on the city menu, so you can easily view all their cities. You can do this with the senario editor on, and since you can see all their cities anyway, disabling these buttons is just an irritation to the player.But the current infiltrate once - receive information forever system needs to be changed. I know it's the same as having an ambassador in CivII, but in that game you couldn't view cities anytime you wanted. |
Zoetrope
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posted 03-29-99 12:03 AM ET
Hope someone else has mentione dthis, because it's a really obvious crying need: Go to enemy bases. This goes hand in hand with the point carlos made about missile targets. If the Go to list had a list of non-allied bases, then we could send (or even auto-forward) our troops and/or missiles to there without manipulating them all the way.Furthermore, we should be able to Go to any square, by keyboard description as well as by mouse. Speaking of auto-forwarding, we should be able to specify which unit types to auto-forward, and which to automate normally; the others would stay at home. Groups. Why can't military groups be like fleets in Space Empires 3 or better? Allow us to name a group (eg Shadow Force, or Uncanny X-Men, or numbers for the unimaginative), and assign units to each group. Then you could order the group to attack enemy city A, and they would. I had a very satisfying experience in a recent game, where two automated troops decided on their own initiative to converge on a _remote_ enemy (Spartan) city; they arrived near the city at about the same time, proceeded to attack it simultaneously, then took it the next turn! Now _that's_ what I call a coordinated attack. Since the AI knows to do that, we should be able to form a group and command it to do that. (Correct, Brian?) Carlos's missile booby trap sounds dandy: in late game, we'd drop a colony into the middle of the enemy's industrial heartland, drop a planet buster into the city, booby trap the PB, and dare the enemy to take it. As a counter-measure, we'd also need Equipment for a Bomb Disposal unit, with a success rate dependent on morale (aka experience). That would be nail-biting stuff! (Will the team disarm the bomb and capture the city, or will we lose half the continent?) Just to be mean, an enemy should be able to rest a PB on am open field or ocean square, to create a hazard: a PB mine, as it were. Any inappropriately equipped non-allied unit (land, sea or air) that stumbles into it, sets it off. In the F4 base window, I don't knwo what order those bases are in now (date of founding?), but bases should be sortable by name, size, mineral, nutrient and energy outputs, current production item (classed as in the Base Unit selection window), distance, and drone activity (rioting and how close to rioting). Firaxis: you know, like MOO2's colony window; you've probably met Steve Barcia and team occasionally. Btw, if the former Simtex are unemployed, then hire them please. 
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Zoetrope
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posted 03-29-99 12:54 AM ET
Another valuable base ordering is by eco-damage, starting with the worst at the top, and highlight cities doing damage.Governors should prevent eco-damage and drone riots, not cause them. PS: in my previous message, knwo = know. |
Khizr
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posted 03-29-99 06:19 PM ET
How about some nice antialiased text for SMAC? This is 1999, aliased, choppy looking text is out...Thanks! |